Midna, High Priest of Kairon | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Midna, High Priest of Kairon CR: 6

Medium humanoid(demon), chaotic neutral
Armor Class: 15 (Natural Armor)
Hit Points: 90 (12d8+36)
Speed: 30 ft , fly: 60 ft

STR

11 +0

DEX

14 +2

CON

16 +3

INT

15 +2

WIS

17 +3

CHA

20 +5

Saving Throws: Wisdom (+6), Charisma (+8)
Skills: Persuasion (+8), Deception (+8), Religion (+6), Perception (+6), Insight (+5),
Damage Resistances: Cold, Fire, Necrotic, Poison; Bludgeoning, Slashing, and Piercing from Nonmagical Attacks.
Condition Immunities: Charmed, Frightened, and Poisoned
Senses: Truesight 60ft
Languages: Common, Abyssal, Infernal, Undercommon, Draconic, and Elvish
Challenge Rating: 6

Spellcasting. The fiend is a 9th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). The fiend has the following cleric spells prepared:
Cantrips (At will):
Guidance, Light, Spare the Dying
1st Level (4 slots):
Cure Wounds, Hellish Rebuke, Identify, Sleep
2nd Level (3 slots):
Hold Person, Lesser Restoration, Prayer of Healing, Suggestion
3rd Level (3 slots):
Counter Spell, Feign Death, Remove Curse, Revivify
4th Level (3 slots):
Banishment, Death Ward, Freedom of Movement
5th Level (1 slot):
Dispel Good and Evil, Hallow, Planar Binding, Raise Dead


Dream Walker. The fiend as an action magically enters into the Ethereal plane from the Material plane or vice versa. While within the Ethereal plane the fiend can enter into the dreams of a creature next to it. Creatures that don't sleep but instead enter a trance like state such as Elves are immune to this ability. The fiend can force a creature taking a long rest to have an erotic dream, if it does the creature must make a DC 16 Wisdom saving throw at the end of its long rest. The creature automatically succeeds the saving throw if it wakes up before the end of its long rest for any reason. On a failure, the creature becomes cursed and a magical rune appears in their pelvic area connecting them to the fiend. While cursed the creature becomes enamored with demons and is seduced by the fiend. The curses strength grows the more that the creature dreams of the fiend.
Limited Magic Immunity. The fiend is immune to spells of 3rd level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.
Shapechanger. The fiend can use its action to polymorph into the humanoid it is possessing, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Multiattack. The fiend uses its Master of Curses or Black Sabbath ability and then either uses Cruel Grasp, Fiery Bolt, or Draining kiss. Alternatively, the fiend may attack twice using either Cruel Grasp, Fiery Bolt, or Draining Kiss, only one of which can be Draining Kiss. The fiend as a bonus action can use Master of Curses on an already cursed creature once per turn.   Master of Curses. The fiend magically forces a creature within 60ft of it to make a DC 16 Wisdom saving throw. On a failure, the creature becomes subjected to the curses first level of effects. As a bonus action, once per turn the fiend can magically force a creature that is cursed and within range to make a DC 16 Wisdom saving throw. On a failure, the creature's curse progresses. A cursed creature suffers their current level of curses effect as well as all previous ones.

  1. Disadvantage on ability checks.
  2. Speed halved.
  3. Disadvantage on attack rolls and saving throws.
  4. Hit points cannot be regenerated.
  5. Speed becomes 0.
  6. Death.
If a creature is dies while affected by the 4th or 5th stage of the curse they are forced to make a DC 16 Charisma saving throw. On a failure, the creature is immediately transformed into a Incubus/Succubus using the statistics of the slain creature, except that its Charisma is increased to 20. A creature killed by the curse immediately fails the Charisma saving throw. The fiend can only control two creatures at a time using this ability.   Cruel Grasp. Ranged Spell Attack. +8 to hit, 30ft range, one target. Hit 18 (4d8) necrotic damage. The target must make a DC 16 Strength saving throw. On a failure, the creature is restrained until the end of their next turn and is dragged 10ft in a direction of the fiends choice.   Fiery Bolt. Ranged Spell Attack. +8 to hit, 90ft range, one target. Hit 22 (4d10) fire damage. The target becomes illuminated by hellish fire until that gives the next creature to attack them this turn advantage to hit. Additionally, until the end of their next turn the target cannot benefit from invisibility.   Draining Kiss. The fiend kisses a creature that is either restrained or charmed by the fiend. The target must make a DC 16 Constitution saving throw. On a failure, the creature takes 26 (5d10) psychic damage. On a success, a creature takes half as much damage. The fiend regains a number of hit points equal to the damage dealt this way.   Charm. One humanoid the fiend can see within 30ft of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.   Possession (Recharge 6). One humanoid that the fiend can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the fiend; the fiend then disappears, and the target is incpacitated and loses control of its body. The fiend now controls the body but doesn't deprive the target of awareness. The fiend can't be targeted by any attack, spell, or other effect, except ones that turn fiends, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the fiend ends it as a bonus action, or the fiend is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the fiend reappears in an unoccupied space within 5 feet of the body. The target is immune to this fiends Possession for 24 hours after succeeding on the saving throw or after the possession ends. For every 24 hours that the fiend possesses the humanoid, the target loses 1 point of Charisma, as it begins to take on fiendish aspects similar to the fiend possessing it. Once the target's Charisma drops to 0 they die, becoming permanently controlled by the fiend. The targets Strength, Dexterity, and Constitution scores increase by 2 and the fiend retains its Intelligence, Wisdom, and Charisma scores.   Black Sabbath(1/day). The fiend summons an Incubus and a Succubus. The summoned creatures appear in an unoccupied space within 60ft and act in initiative after the fiend. The summons disappear if the fiend dies or if it choose to dismiss the summons as a bonus action.


Created by

TheFaithfulSecretary.

Statblock Type

Monster

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